/Engine/Source/Runtime/AnimGraphRuntime/Public/AnimNodes/AnimNode_Slot.h
An animation slot node normally acts as a passthru, but a montage or PlaySlotAnimation call from game code can cause an animation to blend in and be played on the slot temporarily, overriding the Source input.
struct FAnimNode_Slot : public [FAnimNode_Base](API\Runtime\Engine\Animation\FAnimNode_Base)
bool
bAlwaysUpdateSourcePose
Whether we should continue to update the source pose regardless of whether it would be used.
FName
SlotName
The name of this slot, exposed to gameplay code, etc...
FGraphTraversal...
SlotNodeInitializationCounter
FPoseLink
Source
The source input, passed thru to the output unless a montage or slot animation is currently playing.
FSlotNodeWeight...
WeightData